This is the thread for ooc discussion regarding Jade Regent and its prequel, We Be Goblins. The players are Dax Thura, Javell DeLeon, Joana, Lorekeeper, Nazard, and Wander Weir.

We'll start with character creation for We Be Goblins.

There are 4 premade characters in the adventure. A couple of you have already expressed interest in some of them. Since there are six players total, however, at least 2 of you will need to design your own characters. The pregens are all made with the standard ability array of 15, 14, 13, 12, 10, 8 (before racial adjustments), so new characters should use the same array (it's the equivalent of a 15-pt buy).

Goblin racial traits can be pound in the Bestiary or the prd, but for ease of reference, here they are:

–2 Strength, +4 Dexterity, –2 Charisma: Goblins are fast, but weak and unpleasant to be around.
Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast: Goblins are fast for their size, and have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Skilled: +4 racial bonus on Ride and Stealth checks.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.

Lorekeeper has expressed interest in playing Poog (although he rolled randomly for that one, so I'm not sure how serious he is), and Javell has expressed interest in playing Reta. I'll let the rest of you fight...er...discuss what characters you'd like to play. :)

We Be Goblins has a very comical tone to it, particularly the opening, so feel free to play up the silliness. All characters start knowing each other already as you are all part of the same tribe: the Licktoads. Those designing their own characters should take this into account when developing backgrounds. Otherwise, go wild! :)

I had a thought wheb I first heard about this module to play a goblin who, quite by accident, discovered that if you spray a mouthful of the long legs' drink known as [I]illcol[/b] into a fire, it ignites and makes a big whoosh of flames, and this would be his preferred method of attacking. Perhaps a barbarian of some kind.

A barbarian who goes into battle with a torch in one hand, and a metal jug of brandy in the other. Oh, and he has Catch Off Guard and uses either of these as weapons when he's not taking a swig of brandy and spewing gouts of fire at targets!

I grabbed the free pdf so that I could look at the pre-gens and one of the things I noticed was that all of the pre-gens have a Goblin Trait. Are we going to be able to choose something like that for our created characters? Is going with a wolverine animal companion feasible?

Anything else we should know for creating PCs? For example, another thing I noticed about the pre-gens is they seem to have a fair amount of equipment, perhaps more than the standard average starting gold value.

I grabbed the free pdf so that I could look at the pre-gens and one of the things I noticed was that all of the pre-gens have a Goblin Trait. Are we going to be able to choose something like that for our created characters? Is going with a wolverine animal companion feasible?

Anything else we should know for creating PCs? For example, another thing I noticed about the pre-gens is they seem to have a fair amount of equipment, perhaps more than the standard average starting gold value.

I'd forgotten about traits. Each of the pregens has one trait, so in order to keep everyone equal, homebrew characters will get just one trait as well. You may select from the new ones in the adventure or the standard generic traits.

At first glance, the pregens appear to have extra equipment since they all have a minor magic item or two. However, I added up the value of Reta Bigbad's items (at least all the ones that have a value that I could find; lucky pet toads don't appear to be in any of the books) and the total was just under that average starting amount for a 1st-level fighter. The two potions count for most of it, and everything else is quite inexpensive.

A wolverine animal companion is fine. As per the Core Rulebook, it uses the same stats as a badger.

Lorekeeper has expressed interest in playing Poog (although he rolled randomly for that one, so I'm not sure how serious he is)

Oh no, I'm 100% behind Poog. He would've been my preferred choice if I had picked manually - the dice gods apparently saw merit in this as well. I'm keen on playing him. :D

So be it. You shall be Poog.

Nazard wrote:

A barbarian who goes into battle with a torch in one hand, and a metal jug of brandy in the other. Oh, and he has Catch Off Guard and uses either of these as weapons when he's not taking a swig of brandy and spewing gouts of fire at targets!

I must admit, I'm not entirely sure how to adjudicate such a weapon, primarily what the range and damage ought to be.

A barbarian who goes into battle with a torch in one hand, and a metal jug of brandy in the other. Oh, and he has Catch Off Guard and uses either of these as weapons when he's not taking a swig of brandy and spewing gouts of fire at targets!

I must admit, I'm not entirely sure how to adjudicate such a weapon, primarily what the range and damage ought to be.

Check out Keros oil in Adventurer's Armory. Ought to be similar. Auriel has some. :)

I was thinking a touch attack against a single target with a range of five feet, doing 1d6 fire damage. Taking a mouthful of the alcohol would be a move action, and spraying it a standard action, one or both of which may provoke an attack of opportunity.

Check out Keros oil in Adventurer's Armory. Ought to be similar. Auriel has some. :)

Aha! That looks to be exactly right.

It's a ranged touch attack with a maximum range of 5 ft. It deals 1d3 points of fire damage. If you roll a natural 1 on the attack roll, you accidentally inhale and swallow some of the burning fuel and take 1d6 points of fire damage and are nauseated for 1 round. A single bottle holds 10 mouthfuls; taking a mouthful from the bottle is a standard action. Rapid Reload reduces this to a move action.

Not as potent, but still piles of flavourfulfun. Can we refluff the oil as moonshine? Does that mean one standard action to take a swig, and another to make the attack? If so, that seemsvery inefficient for a move that's signature to somanybad Kung-Fu movies and Xena episodes.

Not as potent, but still piles of flavourfulfun. Can we refluff the oil as moonshine? Does that mean one standard action to take a swig, and another to make the attack? If so, that seemsvery inefficient for a move that's signature to somanybad Kung-Fu movies and Xena episodes.

No problem refluffing the oil as moonshine!

As for the actions required, it does seem to be one standard action to take a swig and then another standard action to make the attack (with Rapid Reload speeding it up to a move action to take a swig). It does make it a slow process, sort of like using a heavy crossbow (except lower damage, but using touch AC). I see it as the sort of thing you might want to use at the beginning of a battle and then switch to just hitting opponents with the jug or torch!

Not as potent, but still piles of flavourfulfun. Can we refluff the oil as moonshine? Does that mean one standard action to take a swig, and another to make the attack? If so, that seemsvery inefficient for a move that's signature to somanybad Kung-Fu movies and Xena episodes.

Still seems about right, the people in kung-fu and Xeno movies/episodes tend to not be level 1 characters. Though for my money Rapid Reload would be a feat well spent for the character.

It's difficult making a character you know is never going to make 3rd level. You pretty much just have to look at the first line in every class's chart; none of this planning ahead for feats or second-level spells. :P

It's difficult making a character you know is never going to make 3rd level. You pretty much just have to look at the first line in every class's chart; none of this planning ahead for feats or second-level spells. :P

Yeah, I noticed that too. It actually had me considering the alchemist goblin since it'd be so short term. :)

It's difficult making a character you know is never going to make 3rd level. You pretty much just have to look at the first line in every class's chart; none of this planning ahead for feats or second-level spells. :P

Yes, it's a very different outlook for character creation. In some ways, it makes things easier since you don't have to worry about how well choices will fit with future choices. :)

Am I going crazy? I could have sworn you posted an idea about a deaf oracle, but I can't find the post anymore. Did you change your mind and delete it, or am I just out of my mind? :)

How would you adjudicate Chiggo Firelung using Stunning "Fist" to kick a guy between the legs to stun him, using that round to douse him in a couple doses of his ilcool, then trying to set him on fire?

Am I going crazy? I could have sworn you posted an idea about a deaf oracle, but I can't find the post anymore. Did you change your mind and delete it, or am I just out of my mind? :)

Deleted it. There's not much funny in being Deaf, per the oracle curse. I'd really rather her be hard of hearing; that's much more ripe for shenanigans. I thought I'd just make a sorceror and have her be the oldest female goblin in the tribe. Maybe she gets sent along on the mission in the hopes it'll get rid of her because she knew the chief and all the important goblins when they were infants and doesn't have the proper respect.

How would you adjudicate Chiggo Firelung using Stunning "Fist" to kick a guy between the legs to stun him, using that round to douse him in a couple doses of his ilcool, then trying to set him on fire?

Just a heads up, as I can see him trying this fairly often.

The main difficulty would be fitting those actions in. Stunning Fist only lasts one round, and the description is quite specific about it ending "just before your next turn". Basically, Stunning Fist doesn't give you an extra round of free attacks against the target, but it does remove the target's next action and gives your friends a free round of attacks. Of course, once you've stunned him, your friends could then douse him and set him on fire.

Am I going crazy? I could have sworn you posted an idea about a deaf oracle, but I can't find the post anymore. Did you change your mind and delete it, or am I just out of my mind? :)

Deleted it. There's not much funny in being Deaf, per the oracle curse. I'd really rather her be hard of hearing; that's much more ripe for shenanigans. I thought I'd just make a sorceror and have her be the oldest female goblin in the tribe. Maybe she gets sent along on the mission in the hopes it'll get rid of her because she knew the chief and all the important goblins when they were infants and doesn't have the proper respect.

Ooh, I do like that idea. I can see a lot of potential comedy there. :)

For his trait, I'm thinking of going with the Goblin Bravery choice (As Poog has).

Looks fun, although a couple of the skill bonuses look off. I presume your favoured class bonus went to skill, giving you 6 skill points total. It looks like a class bonus has been added to Stealth, although Stealth is not a class skill for a druid. 1 rank + 1 Dex + 4 size + 4 racial = +10.

And I'm not sure where the Fly bonus has come from. If there is 1 rank in it (which would result in too many skill points spent), the bonus should be +5 (1 rank + 1 Dex + 3 class); if there are no ranks, it should just be +1 (from Dex only). Am I missing a +2 bonus to Fly from something?

Edit: I just noticed your wolverine has a bizarre Fly bonus as well. I wouldn't really expect a wolverine to have any skill in Fly at all. :)

Weird. Anyway, that's why I was calling it a rough draft; it's straight from HeroLab and I've learned that HL can be a little odd from time to time. Anyway, I'll fix those odd bits you pointed out when I check the math on everything and add an equipment list, along with a little background info as soon as I can.

I'd suggest that Chiggo Firelungs takes monk of the empty hand - simply because the drunken master archetype has no effect in the levels that we play, but the empty hand can flurry tankard of ale and torches.

I'd suggest that Chiggo Firelungs takes monk of the empty hand - simply because the drunken master archetype has no effect in the levels that we play, but the empty hand can flurry tankard of ale and torches.

Except that Chiggo doesn't have any monk training, and all his moves are dumb lick and drunken flailings. The archetype is purely for fluff. He'll flurry and stun with his feet (read kicks guys in the "squishes").

Elderly nameless-as-of-yet sorceress, yes. What is max lifespan for a goblin anyway?

When are you wanting to start this up, Navior? This week has been busy for me, so I haven't gotten my character done yet.

According to Classic Monsters Revisited, goblins only live to about 50 years of age, although their lifestyle usually results in most not surviving to 20. It doesn't give any specific details about maximum age or age categories though. Maybe Goblins of Golarion will have that when it comes out. For this adventure, we can easily fudge your character's age. It's not like most goblins can count anyway. :)

I'm in no rush to start. I was thinking probably Monday, so you can take your time with the character.

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Old Foofelah is the oldest goblin in the Licktoad tribe EVER. She was there to pass judgment when the present chief was born. (Her vote was to leave the infant in the swamp and try again, but no one listened to her. She wasn't yet the oldest goblin in the Licktoad tribe.) She tells many lurid and heroic stories about the Licktoad goblins when she was a girl, and why shouldn't she, since anyone who could have contradicted her is now dead? Her studied opinion is that the tribe has suffered a tragic decline, probably brought about by not listening to her opinion, and can't hold a candle to the exploits the tribe achieved when she was a girl (in which she played a starring role).

The Licktoads give Old Foofelah a wide berth when they see her on the move, either because they don't want to hear her opinion on the subject (whatever that subject may be) or because of her habit of hitting the younger goblins upside the head with her walking stick when they don't show proper respect, possibly both. Mostly they don't show proper respect by mumbling when they speak to her. Of course, Old Foofelah is so hard of hearing (though she won't admit it) that the only way not to "mumble" is to shout. She also has the unpleasant habit of telling embarrassing stories about the infancies and childhoods of prominent members of the tribe, very loudly due to her hearing impairment.

Quite honestly, it would have been arranged for Old Foofelah to meet with a tragic and gory accident long before now, if it weren't for her one redeeming feature: her ability to create fireworks from her fingers. Of course, she can be talked into doing so only on special occasions and only after long and complimentary pleas and only in exchange for certain desirable remunerations. Still, they are fireworks, and thus Old Foofelah's continued existence as the oldest goblin in the Licktoad tribe has been to this point ensured.

Old Foofelah travels in a cloud of strong perfume from a murky bottle she has treasured for years and wears a wide-brimmed floppy hat atop a powdered wig pilfered from the Sandpoint theater on special occasions. She carries a handmade fortuneteller's deck consisting largely of amateurish but graphic images of goblins suffering violent fates that she uses to depict what will befall Licktoads that don't do as she says. She also prizes a leeching kit that serves double duty as pets and, in a pinch, snacks.